aboutsummaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl
diff options
context:
space:
mode:
authorTimothy Arceri <[email protected]>2016-10-31 23:54:03 +1100
committerTimothy Arceri <[email protected]>2016-11-19 07:42:33 +1100
commit9d96d3803ab5dc896d4844ac785db57bb1717f91 (patch)
treee9a688d77f579e5184068bbc1aeaf349853b4871 /src/compiler/glsl
parent2b8f97d0ff0836b1d1c8753a81a8810df385b21d (diff)
glsl: create gl_program at the start of linking rather than the end
This will allow us to directly store metadata we want to retain in gl_program this metadata is currently stored in gl_linked_shader and will be lost if relinking fails even though the program will remain in use and is still valid according to the spec. "If a program object that is active for any shader stage is re-linked unsuccessfully, the link status will be set to FALSE, but any existing executables and associated state will remain part of the current rendering state until a subsequent call to UseProgram, UseProgramStages, or BindProgramPipeline removes them from use." This change will also help avoid the double handing that happens in _mesa_copy_linked_program_data(). Reviewed-by: Emil Velikov <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/linker.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index cc28b26964a..e34cf286b54 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -72,6 +72,7 @@
#include "ir.h"
#include "program.h"
#include "program/prog_instruction.h"
+#include "program/program.h"
#include "util/set.h"
#include "util/string_to_uint_map.h"
#include "linker.h"
@@ -2187,6 +2188,21 @@ link_intrastage_shaders(void *mem_ctx,
}
gl_linked_shader *linked = ctx->Driver.NewShader(shader_list[0]->Stage);
+
+ /* Create program and attach it to the linked shader */
+ struct gl_program *gl_prog =
+ ctx->Driver.NewProgram(ctx,
+ _mesa_shader_stage_to_program(shader_list[0]->Stage),
+ prog->Name);
+ if (!prog) {
+ prog->LinkStatus = false;
+ _mesa_delete_linked_shader(ctx, linked);
+ return NULL;
+ }
+
+ /* Don't use _mesa_reference_program() just take ownership */
+ linked->Program = gl_prog;
+
linked->ir = new(linked) exec_list;
clone_ir_list(mem_ctx, linked->ir, main->ir);